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The steam controller was (and still is) fantastic. I once got a comfortable binding for the original System Shock, which already has a pretty untenable control scheme with a keyboard and mouse. Also its haptic feedback can play music.
Game dev and Linux user
The steam controller was (and still is) fantastic. I once got a comfortable binding for the original System Shock, which already has a pretty untenable control scheme with a keyboard and mouse. Also its haptic feedback can play music.
Of all the things to take from windows, this is one of the better ones. Especially if it gets more info in the future. For less tech-literate users, a screen like this is a lot better than a hard to read dump to a terminal.
It’s insane what these people do. They’re rewriting code from the 60s to use even less memory, have to test it in production without physical access, and it takes two days to see if anything changes. It’s an insane piece of engineering and it’s incredible that it’s still sending useful data.
It looks like it works in KDE 6, albeit a bit janky. Might be worth seeing if it works now, and if not come back in a year or so. https://wiki.archlinux.org/title/HDR_monitor_support
Hopefully HDR can get crossed off that list soon
Make that doubly avenged https://science.nasa.gov/mission/dart
Unless you have nvidia and/or really new hardware, pretty much any distros works fine for gaming - I very comfortably use mint. But if that is the case, you’ll probably want something more up to date like arch. Idk enough about opensuse to make any assertions about it though, so use your best judgement.
I’ve actually moved away from vlc. It’s had some weird issues with videos that MPV doesn’t have. Plus, MPV has a much simpler interface which I like. I’ve also learned how to use ffmpeg to convert media so I don’t need that functionality from vlc anymore.
It’s still a great program though, especially for windows where there’s not many better options.
Distance is a criminally underrated racing platformer cyberpunk horror game. Worth it for the campaign alone IMO but there’s also multiplayer, a level editor with workshop support, two bonus campaigns, car customization, and a track generator.
Reaper. Great usability and decent Linux support out of the box (looking at you, davinci resolve). Generous free trial and a cheap one-time payment for a license. LMMS has served me well and is fine for basic stuff, but reaper is a whole other level, both in features and usability. I’ve heard good things about ardour too but have yet to give it a try.
Half-Life and Portal had a huge impact on my life. In high school I was in the source modding community, so I’m probably too familiar with valve’s engines and games. I made a few mods, the most well known being hl2 classic, and it kinda got me into game development.
But needless to say, it’s a fantastic series. I had a chance to play alyx and it was nuts. It’s crazy how influential this series and its technology is on gaming as a whole.
And a fun fact: quake had a feature where level designers could make a light flicker with a pattern of brightnesses. There were some premade patterns you could select as well. These made it into the goldsrc engine, then source, then source 2 - so Alyx, Quake, HL1, HL2, Portal, Portal 2, and more have lights that flicker in the exact same way.
The thing with pushing stuff and it moving really fast was actually a bug in the steam release. It finally got fixed last November for the 25th anniversary update.
They’re not interactive but Spec Ops: The Line’s loading screens stick out to be. They start out as pretty standard tips and lore info, but then starts giving you stuff like the definition of ptsd, a fun fact about increasing suicide rates in the military, or just telling you you’re not a good person. Occasionally the normal loading screen is entirely replaced with a ghostly image.
You can get a really cool, coherent story of any length you want by writing one or hiring a writer.
I use a switch pro controller regularly on mint, so it should work. I believe support got merged into the kernel a while back.
If not, joycond also works (although it’s a bit janky in my experience): https://github.com/DanielOgorchock/joycond
Huh, til. Thanks for the correction.
Pixar made finding nemo, not disney. It was released years before the acquisition.
Edit: I’m mostly wrong. Pixar was collaborating with Disney at the time.
If I’m understanding this right, this makes it relatively trivial to port to any platform, right? You just have to set up a simple application to create a render surface, and start up the embedded Godot project.
I’ve played lot of slower paced first person games with them. It also feels really nice in games with inventory screens and other mouse-focused ui. I never really tried to get used to them though, they just kind of clicked with me.